actually game works and gets to main menu screen (cool main menu btw) when I plugin in some speakers, so maybe you need to catch any openal exception and then fall back to a no sound mode to allow working in that situation.

actually game works and gets to main menu screen (cool main menu btw) when I plugin in some speakers, so maybe you need to catch any openal exception and then fall back to a no sound mode to allow working in that situation.

Very interesting. It's kind of beyond me right now. I'll have to experiment on it myself and try to reproduce the problem. Could you paste your res/debug/stdOut.txt so that I can have a look at your openAL stuff?

That's very unfortunate. . My guess is that it has to do with your display. I think it found 0 supported fullscreen display-modes. Either that or your screens refresh-rate is below 30 HZ. Most probably I'm polling your display in a wrong way. I've re-uploaded the game, haven't fixed the issue, but it will throw a proper exception in either case. I'd be very grateful if you could try again. BTW, do you have a particular monitor in some sense? Either a really old one, or a very fancy one, or perhaps you've got several plugged in at once?

OK J0, I've fixed it for you, so I hope it works and that you'll want to try it out regardless of this disgrace. The game is meant to be played in full HD (1920x1080), but it will fit into smaller displays, albeit not looks as good.

This is actually a legitimate error. You'll need 3.3. Sorry about that. I'll add a prerequisite clause to my post though. However, I was hoping to catch this exception and notify the user, but it seems I can't poll the supported opengl versions before I create the GLFW context, which is a bit strange. I'll work on it. Thanks for trying though!

Call it bad luck... This time I could launch the game, everything went fine (more or less: I noticed that clicking INFO in the launcher seems to shut down the music, although sound effects of hovering buttons still play... don't know if bug or feature hahah), but when I tried to claim some land, clicking on a cell on the map crashed the game

Call it bad luck... This time I could launch the game, everything went fine (more or less: I noticed that clicking INFO in the launcher seems to shut down the music, although sound effects of hovering buttons still play... don't know if bug or feature hahah), but when I tried to claim some land, clicking on a cell on the map crashed the game

Yes, finally something I have control over. It's a bug I know about. I could fix it in minutes, but haven't gotten around to it yet. The idea is that you need to click a tile which is already claimed, then drag to expand that area. Each city has its own province, so that city will control everything within this area. The music is supposed to stop also, so that's a good thing... it opened your browser too I hope? I don't have a web page yet though... thanks for playing and I hope you explore a bit more. Build a city and ram a couple of sheep, hehe. It's great fun. There shouldn't be any more bugs that crashes the game besides this to my knowledge.

Ok, I've changed something and reloaded the game. My suspicion is that glGetInterger(GL_VERSION_MAYOR) was the culprit. Why? I don't know. I've asked the guys at opengl forums, but will have to wait for a reply. Hope it works!

Perfectly written opengl code will in theory work on all machines that support that version.Imperfect code will work on some machines but not on others and vice versa.That means, since I'm not a opengl guru, that my only option is to buy a bunch of computers with all different GPUS and test things out, until I've found all the bugs.

works on my graphics card without causing any errors, but caused an error on an AMD card. that's because:glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE));should be:glGetFramebufferAttachmentParameteri(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE));at least that's what I think.Incredibly annoying.

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